using SVSim.BattleNode.Protocol; using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase namespace SVSim.BattleNode.Sessions.Dispatch; /// Everything a handler reads or mutates for one inbound frame. / /// are the session's positional participants (preserved so handlers that iterate participants in a /// stable order — e.g. the mulligan barrier — match the legacy switch byte-for-byte). /// is the sender; is the non-sender. internal sealed class FrameDispatchContext { internal required IBattleParticipant A { get; init; } internal required IBattleParticipant B { get; init; } internal required IBattleParticipant From { get; init; } internal required IBattleParticipant Other { get; init; } internal required MsgEnvelope Env { get; init; } internal required string BattleId { get; init; } internal required BattleSessionState State { get; init; } /// The session's shadow engine (design ND2/F-N-6). In Phase-2 N1 it is fed in pure shadow /// and read by no handler; N2+ handlers source opponent-facing fields from it. Always non-null; /// is false until the engine is set up (and stays /// false if headless setup is unavailable in the host — the shadow then no-ops). internal required Engine.SessionBattleEngine Engine { get; init; } /// The opponent is an AI-passive (ack-only) bot: it runs no handshake — no /// — and receives no relayed frames (the client drives its own /// AI; the server only acks). This is the participant property that replaces the per-handler /// BattleType.Bot switch: the Bot dispatch arms gate on it. Its inverse — a live relay /// peer — is what already implies (only real peers have a /// handshake phase), so the relay arms need no separate opponent check. internal bool OpponentIsAckOnly => Other is not IHasHandshakePhase; /// The dispatching participant's handshake phase (null for a non-IHasHandshakePhase /// participant, e.g. NoOpBot). Setting it advances the sender. internal HandshakePhase? SenderPhase { get => (From as IHasHandshakePhase)?.Phase; set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; } } /// Just the SENDER has finished the handshake — says nothing about the opponent. The /// Bot arms gate on this (the bot has no handshake phase of its own); contrast /// , which the PvP arms require. The sender-only vs both-sides /// distinction is load-bearing for the Bot/PvP split (see TurnEndHandler / TurnEndFinalHandler). internal bool SenderIsAfterReady => SenderPhase == HandshakePhase.AfterReady; /// BOTH participants have finished the handshake. Reads A/B (not From/Other) so the /// result is identical regardless of which side sent the frame. Contrast /// (sender only). Only a live relay peer (real player) has a /// handshake phase, so this can only be true in a two-real-player (PvP) session — the relay /// dispatch arms gate on this instead of a BattleType check (an ack-only bot opponent, /// , can never satisfy it). internal bool BothSidesAfterReady() => (A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady && (B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady; }